RunePriest_Handbook_paragon_powers

mellored
Joined Jul 2008
23715 Posts

RunePriest_Handbook_paragon_powers

by mellored, Dec 13,2010
Discussion Thread
[[Dnd:RunePriest_Handbook|Main]] | [[Dnd:RunePriest_Handbook_races|Races]] | [[Dnd:RunePriest_Handbook_feats|Feats]] | [[Dnd:RunePriest_Handbook_themes|Themes]] | [[Dnd:RunePriest_Handbook_heroic_powers|Heroic]] | [[Dnd:RunePriest_Handbook_paragon_powers|Paragon]] | [[Dnd:RunePriest_Handbook_epic_powers|Epic]] | [[Dnd:RunePriest_Handbook_paragon_paths|Paragon Paths]] | [[Dnd:RunePriest_Handbook_epic_destinies|Epic Destinies]] | [[Dnd:RunePriest_Handbook_items|Items]]
Level 13 encounter [sblock] Words of Fiery Fidelity - Solid amount of surgeless healing for the level, but it fades.

Wrathful


Whirling Storm Word – only a 1|W| attack + grants CA.
  • Destruction - + con mod bonus while the target is flanked. Given that you are already granting CA to the target, it doesn’t seem to add much you if you are already flanking it as well. Plus you can give vuln 4 at-will.
Protection – penalty to hit equal to con mod, that is usually like a -4 to hit, quite nice to use on a solo or elite.
Word of lingering Thunder – a 2[W] attack (biggest for this level, which is kind of laughable given how much damage other classes are doing at this level).
  • Destruction – at best it is a little damage, -2 to hit and grants CA for one turn, and that is if the target moves, and enters a square next to one of two allies you pick. Whirling Storm Word (protection) would usually be better.
  • Protection – This can be interesting, forcing the opponent to fight next to some other character. Could be useful against a ranged character so they cant shift away from the defender or striker. Depends on when they fall prone, if its before or after the shift. If before, this is good, if after, this is probably black.

Defiant


Iron Redoubt – An odd marking power, with an effect that gives resist 5 to the targets attacks on a wis based power (usually powers like this are con based).
  • Destruction – a standard MBA if the target violates your mark, with a wis bonus to hit/dmg.
  • Protection – gives a penalty to damage roll for the target, combined with your resist 5 all, this should lessen any damage it does to you for marking it.

Word of Astral Defiance – A burst power that allows you to slide, but given even at this level its still only 1[W] for most attacks, a 1[W] burst is a lot better than a 1-2[W] single target.
  • Destruction – adj enemies have vulnerability to all damage equal to your wis mod (about 4 or so at this level). Given that word of dim, can do this at will to one target this doesn’t seem all that great.
  • Protection – Allies gain a power bonus to all defenses equal to your wis mod while adj to you. A nice boost to prevent a lot of damage if your in the middle of a big melee.
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Level 15 daily [sblock]
Brand of Arcing lightning – Eh, this tends to spread the damage out a bit too much. Can pop a lot of minions but not usually worth it for a daily of this level.
Rune of Judgment's Levy – You mark the target for the rest of the encounter, so be careful of teammates that like to override marks. The penalty isnt very strong, but you do get full damage roll, it's vs will and it's got some range, so it's not completely useless.
Rune of the First Fortress – a close burst 3 enemies only 2[W] attack means a lot of damage. In addition to that resist 5 is ok. The real key to this is that any enemy entering the zone is immobilized for a turn. This means that with some push/slide powers, it can be impossible for any melee attackers to get at a ranged ally in a burst 1 around the center of this zone.
Rune of the Flanking Wind – Against a solo, this isn’t that bad, mainly for the +2 to all defenses while flanking which, for a solo, is usually happening a lot. The problem is a lot of the time the creature will shift out of the flank right before attacking, so flank with a fighter.
Words of Ancestral Bravery - Accurate attack. Large amount of THP to all your allies, which can benefit from your aura. Just don't use it with AOE enemies.
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Level 16 utility [sblock] Rune of Preservation – two people can spend a surge and get resist 5, every encounter. That’s a lot of extra used healing surges, but it does increase your team (and your’s if you use it on yourself), survivability, which can be good.
Rune of Reinvigoration - if it was just everyone in a burst 5 gets surgeless healing that would be dark blue, but the +4 to all defenses for a turn as well!
Rune of the Unblinking Eye – eh, there are a few cases where having a good perception can really help, but they are few and far between.
Rune of the Warded Path – You know there are some times where your whole party is stuck behind a door, or there is a cliff with a narrow bridge. And even worse when there are creatures blocking the path that get like 4-6 OA’s if you come in range of them, or immobilize/slow on an OA. Your team never having to deal with all these problems can be a godsend. I am just not sure how often this comes up for everyone. [/sblock]
Level 17 encounter [sblock] Mark of Battle's End – A nice flexible "more everyone around" power.
  • Destruction – Slide instead of push, helps everyone group up on the target.
  • Protection – Pushing allies helps get them out of aura's.

Defiant


Rune of the Astral Phalanx - Everyone adj can make a melee basic attack. Timed right or with something like Rune of the Final Act, this adds a lot of additional damage.
  • Destruction – Stack on those damage mods for even more damage, this can easily do 4x your wis mod in damage.
  • Protection – Its rare but occasionally I could see a use for having everyone or some people you cant or don’t have a good melee basic to just be able to shift away. Also good for Wrathful who don't have much wis.

Whisper of the Cunning Step – Fairly normal base attack for this level
  • Destruction – Giving a +2 to hit bonus, in addition to any flank you setup by allowing them to shift can be a nice setup move.
  • Protection – Teleport an ally like 10 squares, seems a bit excessive, but could be useful if one of your teammates Is being targeted.

Wrathful


Word of Healing Assault – Its a lot like Rune of the astral Phalanx, but it only uses two allies, you don’t have to hit first, and they can target different people. In the end I think it matters how many strikers and how good the melee attack of your team is. If you got 2 big melee striker characters and the rest of the team is leaders, defenders, and controllers, this might be better. Also note that this works with ranged basic attacks as well as healing the people that take the basic attack.
  • Destruction – Doing 2x con mod isnt bad.
  • Protection – Given you are probably giving this out to strikers, they could probably use the 5 DR.
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Level 19 daily [sblock] Mark of Ill Luck – Note that it's when a creature is missed. Note also, that it is within 5 squares of itself, so missed ranged attacks will work. (It's questionable as to weather it's adjacent to itself). So there's lot's of ways for the damage to tick.
Rune of Rust – Very useful on a solo/elite even though it’s a save ends effect. It starts out at effectively giving most of your party a +4 bonus to hit. And when they save it lasts for one more round.
Rune of the Threshold - this is defiantly a combo-power, and is hard to rate since it depends on other power it's used with. Note that it works for ANY save ends, so see what your allies have.
Rune of warding light – Lot's of attacks. And cover for your allies.[/sblock]

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